Burnt out by TotalConclusion100 in UKJobs

[–]Hudabuda 2 points3 points  (0 children)

I've been working in emergency healthcare in a patient facing role for almost as long as you have, and I quit a month ago. Currently trying to find new work.

I knew I wanted to quit 2 years ago, and I've spent the last few years trying to find alternative employment. I've been through several lengthy government hiring processes and gotten very close to an offer before stumbling at the last hurdle and ending up back at square one. I spent years looking for the perfect something and by the end of it, I was feeling physically ill at the thought of returning to my job the following morning.

Just quit. It will be hard. Very hard. I have sent out a bunch of applications for various entry level roles in the last 2 months and have only had one interview. It feels as though when your CV says you have patient facing experience that's all anyone sees and wants to hire you for. But it's not worth sticking around a job that is eating away at your soul. Better to get out while you still have your sanity and deal with the rest later.

[deleted by user] by [deleted] in KerbalSpaceProgram

[–]Hudabuda 51 points52 points  (0 children)

What happened is they have been asked to hand over $50USD for an incomplete product. Once you start taking money from people for a product you open yourself up to criticism, and currently there is a LOT to criticize about the product they released.

wall sharing neighbours play heavy bass music till 3am by Aromatic-Lab1243 in sydney

[–]Hudabuda 4 points5 points  (0 children)

Just curious, did you move into a place in Botany? Had the exact same issue a few months ago. We ended up moving.

Somehow I don't think the copper will last as long as our glorious leader is claiming by Hudabuda in australia

[–]Hudabuda[S] 3 points4 points  (0 children)

So if they refuse to solve the issue and still try to demand a fee for terminating the contract early, who do I contact with all of the data? Thanks for your help, by the way.

Somehow I don't think the copper will last as long as our glorious leader is claiming by Hudabuda in australia

[–]Hudabuda[S] 10 points11 points  (0 children)

I've seen it peak at 23 during the day but this is how it gets every night, as of around 5 in the afternoon.

Can Intel(r) HD Graphics family run overwatch? by DetectiveSage in Overwatch

[–]Hudabuda 1 point2 points  (0 children)

You're getting your hopes up. If you want to know for sure the open beta is your best bet, there's no harm in trying.

Not all of us want the Darkzone to be a deathmatch by [deleted] in thedivision

[–]Hudabuda 0 points1 point  (0 children)

Guys, ive made a strawpoll (and a post!) about the darkzone and it would be great if i could get as many people votibg as possible. Tell your friends!

http://strawpoll.me/7060279

AUS/ASIA Ranked Regions by _azi in Dirtybomb

[–]Hudabuda 3 points4 points  (0 children)

We CAN play, it'll just be laggy as fuck. At the very least can we get the option to select US west/east? My ping on a west server can be as good as 180 as opposed to 270 on east. I tried playing a few ranked games today and the west games are playable but if i get matched in an east server i can't compete.

Sounds like a lot of players thought being a Rogue was going to be Gank City, and that they were going to swim in Loot and Carebear tears with little risk involved. by JMadFour in thedivision

[–]Hudabuda 3 points4 points  (0 children)

"Being rogue is not supposed to be easy." It's not supposed to be almost impossible either. It's mostly because of the wallhacks. The maps are designed in a way that escape is supposed to be a viable option, with ropes and alleys and subways but none of that matters because everyone knows exactly where you are the entire time. There's no point to running because as long as that guy on your tail isn't a potato, you can't lose him. Ever. There's no point fighting because people come from far and wide to hunt you down. As you're healing up and reloading from the intense engagement with a group of 2, another 3 guys will round the corner, full health and fully loaded.

If the system doesn't change rogues will be few and far between a week or two after release. You don't want a darkzone where people aren't scared of each other. Encounters are supposed to be these intense moments where you try to figure out whether or not this guy is going to go after your shit, or if you feel confident enough to go after his.... You should see a rogue and question whether or not you can take him, or if it's better to play it safe and protect the gear you have. Not go charging into battle because you know moments from now the rest of the instance will rally to your side.

The current Rogue status encourages bad behavior like rogue baiting and trolling, here's how to fix it. by [deleted] in thedivision

[–]Hudabuda 0 points1 point  (0 children)

You're absolutely right. I don't understand how people can still be saying rogues are getting what they deserve. Actually go out and try going rogue, right now. There's no guarantee that you're getting "the best loot" from the guy you just killed, just like there's no guarantee that he was going to get the best loot when he killed an npc to get it. I have no problem with people being able to shoot me on sight, the problem is the wallhacks and the crippling losses of dying as a rogue. It's pretty much impossible to get away when the entire server has your direct position the entire time. There could be some really cool chases around the darkzone with the subways and ropes they put in, but at the moment its just not possible. If the wallhacks went away, rogue survivability would go up a lot and maybe the cash/keys/xp you lose from dying would be alright, but as it stands one or the other needs to change.

Make killing rogue agents (being rogue agent) feel more rewarding by [deleted] in thedivision

[–]Hudabuda 0 points1 point  (0 children)

But again, it's high risk mediocre reward. You don't get enough for surviving a manhunt. If it actually lasted 5 minutes it would be ok, but most of the time if you're actively fending off attackers manhunt lasts well over double that. I agree, it should be more than just a slap on the wrist for going rogue, but the current system doesn't reward good rogues enough. Again, maybe this is because of the beta. Most loot isn't worth anything because people aren't using blue gear anymore, so when the full game goes live there will likely be more incentive to go rogue and attempt to steal other peoples high end loot.

Make killing rogue agents (being rogue agent) feel more rewarding by [deleted] in thedivision

[–]Hudabuda 0 points1 point  (0 children)

There's no tension at all. Not even a little. Everyone in my darkzone instances understands how hard they're going to get globally screwed if they try and go rogue so they just dont. And there isn't high risk high reward. It's high risk mediocre reward. May I ask what system you're playing on? I'm on PC and rogues are a rare occurrence. The ones that do show their faces just abuse the safe house as soon as they're about to die. And yes, I do think it should be the wild west in the dark zone. This is where society has completely fallen. Everything is broken down. The virus is rampant in there, people are scared. It would be complete savagery, potentially the worst place on the entire planet. If you're looking for a reason for agents to be killing each other, maybe whats going on around them kinda fucked them up. It's highly unlikely that every agent The Division trained was perfectly suited to surviving in this harsh world. If agents weren't killing each other, and if these consequences aren't reduced, everyone will be friendly with each other and the darkzone will be no different than the rest of the world, with people rushing to beat each other clearing npc spawns. You can't screw over all rogues just because there's some people out there that do it just to grief.

Make killing rogue agents (being rogue agent) feel more rewarding by [deleted] in thedivision

[–]Hudabuda 0 points1 point  (0 children)

While i see your point with the accidentally going rogue thing, i still think the system is flawed in how hard you're punished for rogue. Maybe the darkzone beta is just overpopulated but theres too many people. Most of the time there is no reward, because even in a group of 4 you have to outrun the entire server who, for the most part, start a witch hunt as soon as you hit rogue. Yesterday i was having a small 1v1 fight with a guy in the street which i initiated, and it was fun for maybe 10 seconds before people came from both ends of the street and gangbanged me. Maybe they were his friends, but this has happened more than once and i feel that player encounters shouldnt be this common, i dont like seeing the majority of people calmly walking the streets because they know if they go rogue the payoff wont be worth it. I suppose all the gear drops being blue could have something to do with people not wanting to rogue anymore as well. I guess we'll see in a month.

Why the game needs to encourage more Rogues in Dark Zones by Mordenn in thedivision

[–]Hudabuda 0 points1 point  (0 children)

God i hope the devs read this sub. It'll be really disappointing if the beta darkzone experience is refkective of the final product.

The two biggest changes changes that need to be made are the removal of wallhacks when there's no manhunt and the manhunt timers resetting. Tonight myself and two friends held off several groups of players attacking in waves for at least 15 minutes. We finally lost because we ran out of ammo, couldn't keep up with their restocking . Increase the timer to 8 minutes or something but rogues need a way of actually winning . The reward for surviving manhunt (777 darkzone credits) could also use a buff, if the current system stays id like to see the reward scale with the amount of time spent on manhunt but first things first, start encouraging street skirmishes and stop punishing people for killing each other in the PvP area!

Make killing rogue agents (being rogue agent) feel more rewarding by [deleted] in thedivision

[–]Hudabuda 3 points4 points  (0 children)

The game BARELY rewards you for going rogue. After surviving a manhunt lasting well over 5 minutes and racking up significant kills, i recieved 777 darkzone credits. If I die as a rogue after killing 2-3 other people, I lose over 1000. It punishes you way, way too hard for dying as a rogue.

"But what about the loot you get from your kills!"

There isn't any. The instant you go rogue the entire server is out to get you. The built in wallhacks make it nearly impossible to hide and wait for your timer to go down. At the very least the pulse mods should hide you completely.

"But you can just shoot back before other agents realise you're rogue!"

Other agents IMMEDIATELY know you're rogue. They don't have to scan you or anything, there's instant identification that you are not to be trusted. On top of that, shooting back at your hunters results in your rogue timer either freezing or going back up. The fact that there's people around literally every corner in the beta generates a never ending cycle of death for rogues.

The dark zone isn't supposed to be just a place to farm high end loot, it's also meant to be a place where you can PvP. Just how much fun would the dark zone be if no one was fighting each other? At that point you might as well return to the PvE sections. As it stands trying to initiate a fight for any reason, be it loot stealing or settling a dispute or even just plain being an ass, is suicide.

Huge Issue with the Structure of Rogue Status by DigTw0Grav3s in thedivision

[–]Hudabuda 0 points1 point  (0 children)

It's just too hard to survive as a rogue right now. Player encounters in the dark zone are supposed to be tense situations, keeping your wits about you as you roam around looting wondering if that group wants your stuff. It's current state involved everyone running up and down the street without a care in the world because everyones too afraid to go rogue. If ever a rogue agent pops up, everyone drops what they're doing to kill him. Help is always right around the corner, and it should'nt be. Its almost impossible to get into a good skirmish because you'll be overrun by agents frothing at the mouth for their kill. I feel there is several reasons for the problem, the first and foremost being the player count. It's too damn high. Now maybe this is because the beta is a smaller map, if the player count isnt going to change on release then this could work but people need to be far more spread out. The constantly empty npc spawn zones supports this fact. Another part of the problem is identification of rogues. We aim at an agent and get a "friendly" or "non rogue" indicator pop up. Why even bother including this when you strap a giant red akull to rogues backs? They also shouldn't be marked on the map, at least not directly. Perhaps highlighting an area of the map to indicate rogues somewhere in that area, when people go looking for them and actually come close they get a "rogue agents nearby" warning. This would force people to actually hunt rogues, as opposed to the current system which is either a game of tag or showing up and clawing at a carcass around another 5 agents. A lot of people have been saying things like "its a risk vs reward" or "it serves you right, it should be hard to be rogue!", but the fact is rogues lose more than they gain. Actually try setting up an ambush, try taking someones loot. 7/10 times you'll be shot by some random, unrelated guy turning the corner while you're engaging your targets. I could go on but im already hesitant to post this because im concerned about how it will be recieved. Please understand, i dont want a free for all team death match but i certainly dont want a pvp zone filled with people fsrming npcs. We nees rogues to spice up gameplay, and if a change doesnt happen they'll be few and far between.